On 20 October 2015 at 16:44, Riccardo Bortolato rikyz619@gmail.com wrote:
As I said to Stefan on IRC I wanted to look into "wined3d_device_update_sub_resource" but due to its design I would have had to modify it in order to avoid multiple castings texture-resource etc. Also its usage feels somehow different? (at least to my uneducated wined3d eye)
It's not necessarily trivial, no. The easiest way to start may be to first work on implementing wined3d_device_update_surface() on top of wined3d_device_update_sub_resource(), and only then work on getting rid of wined3d_device_update_surface() itself.